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Introduction Of The Clever Craft, Magic

Kalifas
Kalifas
✭✭✭
I'd love to see true TES magic skill lines like conjuration, destruction, mysticism, illusion, alteration and restoration. Mainly so I can use magic spells without needing to equip a staff and have the option to wield magic on one hand with a weapon or shield on the other hand or dual wield magic in both hands. I want Spellcrafting more than anything, but if they decide not to ever bring it then this is a wish for seeing an alternate way implemented. I edited some ways that certain things are done to fit into an mmo a little more in line.

The Introduction Of Hand Magic In Elder Scrolls Online
Your hands already glow on your character's hands during dolmens. This kind of visual effect is probably what most people would expect when using magic with their hands. And to look aesthetically similar to an offline TES when in first person.

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Possible Weapons Of Magic for Dual Wield Magic

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Traits of Magic One Hand or dual hand weapons:
  • When equipping magic in one hand, it does half the potency of maximum potential using one hotbar.
  • When equipping in both hands, it does full potency of maximum potential using two hotbars.
  • That doesn't mean you have two hotbars available to use simultaneously without swapping weapons.

Single Hand Magic Casting:
  • You can equip any spell you want on both of your hotbars.
  • But unless you equip the same spell in one slot on both hotbars, you can only get half potency for that particular spell.
  • Doing it like this gives you more spell variety but with less potency and it allows you to swap weapons back and forth.

Dual Hand Casting:
  • When you equip the same specific spell on both hotbars, it gets powered up to full potency.
  • The game recognizes this and adjust the potency for casting with two hands for two similar spells.
  • You can still swap weapons back and forth but any spell not duplicated on the other hotbar/weapon only gets 1/2 potency.

Wish for the Conjuration Magic Skill line
I hope that Conjuring Summons in ESO is more fluid and complex than it currently is. A franchise that is very much about summons is Final Fantasy. That game has two very good versions of summons in FFXI and FFXII. FFXI had my favorite summoning system, but I think this game is too fast paced for that type of system to work here. If ESO tried something like that and it worked, I would be so happy. But if that is not possible then I want them to look into "The Gambit System from FFXII", which is a very deep, customizable AI assigned to NPC companions so they compliment your playstyle fluidly and efficiently.
FFXI Summoner and Summons Explanation:
FFXI job similar to ESO Sorcerer is called Summoner. It is a job that can cast some elemental magic but it's main power comes from Summoned Pets called Avatars. The class there is a very powerful class that relies on Magic Pool to be efficient and do the best damage or sustained damage. The FFXI version of Ultimates were called 2 hours because that was the cooldown on using an ability called Astral Flow, the most powerful effect of a summoner. Every avatar the class could conjure had it's own ultimate. Every avatar the class could summon had Blood Pacts, blood pacts are like Class specific ability/skills that each Avatar had. During an Astral Flow(Ultimate) higher more powerful forms of Blood pacts(avatar ability/skills were available.

The main resource summoner had to watch was Magic Points(Magicka).There was this resource tick down called Perpetuation Cost. The cost meant that as soon as you summoned your Avatar, your Magic Points(Magicka) would begin ticking down. Blood Pacts(avatar ability/skills) cost mp. So if you dropped to low in magic pool, you would be unable to cast avatar skills. One word on Astral Flow(Ultimate), when using your ultimate every single ounce of your magic pool was depleted resulting in your avatar leaving after executing the Astral Flow.

Avatar Perpetuation Cost:
At Level one the MP tick would drop 7 Magic Points(Magicka) every 3 seconds.
At Level cap the MP tick would drop 15 Magic Points every 3 seconds.

Just including a picture of Ifrit(Flame Atronach comparison) for visual

final_fantasy_m__ifrit_by_mc_the_lane-d8a6yc1.jpg

And here is a video showing some Avatar footage.

https://www.youtube.com/watch?v=IL9FKLB2xas

Final word: If this was able to work. It would you would need either a 3rd hotbar for summoned pets or your second hotbar assigned to the summoned pet.
FFXII Gambit System Explanation:
The Gambit System allows the player to create a list of commands and dependencies to be carried out automatically by the non playable characters to simplify the combat system.All commands relate to (are targeted on) the character, the character's allies, or the enemies on-screen.

Gambits are composed of a target, a condition and an action to be performed on the target, only if the condition is true. If the condition is not true, the next gambit in the list is checked, and so on. The list is not in order of which action is taken; for example, a gambit with the "Enemy = Flying" condition at the top of the gambit list will only activate when the party encounters a flying enemy. Actions can be either the use of items or the casting of skills and magic. In or out of battle, each character can have have each individual gambit in their list turned on or off, at the gambit screen.
  • Gambits contain certain hidden conditions to be intuitive and functional.
  • Enemies immediately cease to be targets once they die.
  • Allies will not revive a character who is not KO'd.
  • Allies will not recast a status buffer if the character still has it, e.g. a gambit for Haste will not be activated if the character already has the Haste status.
  • AI will not have two characters simultaneously cast a status buffer or revive a KO'd character twice; i.e. if two characters have a gambit set-up to revive a fallen party member, either with a Phoenix Down or Raise spell, and a party member is KO'd, only one of the characters will have their gambit to revive them executed.

Action: Constraints
Another type of hidden condition, but one that generally works against the player, is that a gambit may not be executed, even if its condition is true, if its action cannot be performed because of the normal game rules. For example, a gambit with the action to cast the spell Haste will only be done if the character has enough MP to cast it and is not under a restrictive status such as Silence, Disable, or other that prohibits the use of magick.

A similar constraint applies to the use of items, i.e. a gambit calling for the use of a Hi-Potion will only be performed if there is at least one in the party's inventory.

Different Types Of Gambits:
Ally Gambits:
All conditions require a party member to be under a certain condition. You can set priorities so your AI companion takes the action you want in order of importance. Priority A-Z, A is first Z would be last. You might set summon to cure when your allies Health is below 50% as priority A, taunt an enemy hurting an ally as priority B, remove a debuff as priority C,etc.

Action(Condition)
Ally: any
Ally: party leader
Ally: 1
Ally: 2
Ally: 3
Ally: 4
Ally: 5
Ally: 6
Ally: 7
Ally: 8
Ally: 9
Ally: 10
Ally: 11
Ally: 12
Ally: lowest HP
Ally: strongest weapon
Ally: lowest defense
Ally: lowest magick resist
Ally: HP < 100%
Ally: HP < 90%
Ally: HP < 80%
Ally: HP < 70%
Ally: HP < 60%
Ally: HP < 50%
Ally: HP < 40%
Ally: HP < 30%
Ally: HP < 20%
Ally: HP < 10%
Ally: MP < 100%
Ally: MP < 90%
Ally: MP < 80%
Ally: MP < 70%
Ally: MP < 60%
Ally: MP < 50%
Ally: MP < 40%
Ally: MP < 30%
Ally: MP < 20%
Ally: MP < 10%
Ally: status = KO
Ally: status = Stone
Ally: status = Petrify
Ally: status = Stop
Ally: status = Sleep
Ally: status = Confuse
Ally: status = Doom
Ally: status = Blind
Ally: status = Poison
Ally: status = Silence
Ally: status = Sap
Ally: status = Oil
Ally: status = Reverse
Ally: status = Disable
Ally: status = Immobilize
Ally: status = Slow
Ally: status = Disease
Ally: status = Lure
Ally: status = Protect
Ally: status = Shell
Ally: status = Haste
Ally: status = Bravery
Ally: status = Faith
Ally: status = Reflect
Ally: status = Invisible
Ally: status = Regen
Ally: status = Float
Ally: status = Berserk
Ally: status = Bubble
Ally: status = HP Critical
Ally: item AMT ≧ 10

Foe Gambits:
All conditions require an enemy to be under a certain condition.You can set priorities so your AI companion takes the action you want in order of importance. Priority A-Z, A is first Z would be last. You might have your summon taunt an enemy hitting you as priority A, have your summon attack the enemy with lowest health as priority B, or inflict an enemy with a debuff as priority C,etc.

Foe: party leader's target
Foe: nearest visible
Foe: any
Foe: targeting leader
Foe: targeting self
Foe: targeting ally
Foe: furthest
Foe: nearest
Foe: highest HP
Foe: lowest HP
Foe: highest max HP
Foe: lowest max HP
Foe: highest MP
Foe: lowest MP
Foe: highest max MP
Foe: lowest max MP
Foe: highest level
Foe: lowest level
Foe: highest strength
Foe: lowest strength
Foe: highest magick power
Foe: lowest magick power
Foe: highest speed
Foe: lowest speed
Foe: highest defense
Foe: highest magick resist
Foe: HP ≧ 100,000
Foe: HP ≧ 50,000
Foe: HP ≧ 10,000
Foe: HP ≧ 5,000
Foe: HP ≧ 3,000
Foe: HP ≧ 2,000
Foe: HP ≧ 1,000
Foe: HP ≧ 500
Foe: HP < 100,000
Foe: HP < 50,000
Foe: HP < 10,000
Foe: HP < 5,000
Foe: HP < 3,000
Foe: HP < 2,000
Foe: HP < 1,000
Foe: HP < 500
Foe: HP = 100%
Foe: HP ≧ 70%
Foe: HP ≧ 50%
Foe: HP ≧ 30%
Foe: status = Petrify
Foe: status = Stop
Foe: status = Sleep
Foe: status = Confuse
Foe: status = Doom
Foe: status = Blind
Foe: status = Poison
Foe: status = Silence
Foe: status = Sap
Foe: status = Oil
Foe: status = Reverse
Foe: status = Disable
Foe: status = Immobilize
Foe: status = Slow
Foe: status = Disease
Foe: status = Protect
Foe: status = Shell
Foe: status = Haste
Foe: status = Bravery
Foe: status = Faith
Foe: status = Reflect
Foe: status = Regen
Foe: status = Berserk
Foe: status = HP Critical
Foe: fire-weak
Foe: lightning-weak
Foe: ice-weak
Foe: earth-weak
Foe: water-weak
Foe: wind-weak
Foe: holy-weak
Foe: dark-weak
Foe: fire-vulnerable
Foe: lightning-vulnerable
Foe: ice-vulnerable
Foe: earth-vulnerable
Foe: water-vulnerable
Foe: wind-vulnerable
Foe: holy-vulnerable
Foe: dark-vulnerable
Foe: undead
Foe: flying
Foe: character HP = 100%
Foe: item AMT ≧ 10
Foe: character status = Blind
Foe: character status = Silence
Foe: character status = Bravery
Foe: character status = Faith
Foe: character status = HP Critical
Foe: character MP ≧ 90%
Foe: character MP ≧ 70%
Foe: character MP ≧ 50%
Foe: character MP ≧ 30%
Foe: character MP ≧ 10%
Foe: character MP < 90%
Foe: character MP < 70%
Foe: character MP < 50%
Foe: character MP < 30%
Foe: character MP < 10%
Foe: character HP ≧ 90%
Foe: character HP ≧ 70%
Foe: character HP ≧ 50%
Foe: character HP ≧ 30%
Foe: character HP ≧ 10%
Foe: character HP < 90%
Foe: character HP < 70%
Foe: character HP < 50%
Foe: character HP < 30%
Foe: character HP < 10%

Self Gambits:
All conditions require you to be under a certain condition. You can set priorities so your AI companion takes the action you want in order of importance. Priority A-Z, A is first Z would be last.
You might set summon to cure you when Health is below 50% as priority A, taunt an enemy hurting you as priority B, remove a debuff from you as priority C,etc.

Self
Self: HP < 100%
Self: HP < 90%
Self: HP < 80%
Self: HP < 70%
Self: HP < 60%
Self: HP < 50%
Self: HP < 40%
Self: HP < 30%
Self: HP < 20%
Self: HP < 10%
Self: MP < 100%
Self: MP < 90%
Self: MP < 80%
Self: MP < 70%
Self: MP < 60%
Self: MP < 50%
Self: MP < 40%
Self: MP < 30%
Self: MP < 20%
Self: MP < 10%
Self: status = Petrify
Self: status = Doom
Self: status = Blind
Self: status = Poison
Self: status = Silence
Self: status = Sap
Self: status = Oil
Self: status = Reverse
Self: status = Immobilize
Self: status = Slow
Self: status = Disease
Self: status = Lure
Self: status = Protect
Self: status = Shell
Self: status = Haste
Self: status = Bravery
Self: status = Faith
Self: status = Reflect
Self: status = Invisible
Self: status = Regen
Self: status = Float
Self: status = Bubble
Self: status = HP Critical

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Keep in mind that gambits were restricted to allies and not summons in this game. But the idea could very easily be worked to work for summoned pets in ESO. And if any NPC companions come to ESO later, this system would lend itself to that as a very welcome addition.

Conjuration School of Magic
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Conjuration School Of Magic

Summons:
  • Summon Clannfear
  • Summon Daedroth
  • Summon Dremora
  • Summon Faded Wraith
  • Summon Flame Atronach
  • Summon Frost Atronach
  • Summon Headless Zombie
  • Summon Skeleton Guardian
  • Summon Skeleton Hero
  • Summon Skeleton Champion
  • Summon Spider Daedra
  • Summon Ghost
  • Summon Scamp
  • Summon Skeleton
  • Summon Zombie
  • Summon Gloom Wraith
  • Summon Lich
  • Summon Xivilai
  • Summon Dremora Lord
  • Summon Storm Atronach
  • Summon Dark Seducer
  • Summon Golden Saint
  • Summon Flesh Atronach
  • Summon Hunger
  • Summon Shambles

Bound Items:
  • Bound Dagger
  • Bound Sword
  • Bound Shield
  • Bound Bow
  • Bound Axe
  • Bound Mace
  • Bound Staff
  • Bound Armor
  • Bound Great Axe
  • Bound Two Handed Sword
  • Bound Two Handed Mace
  • Bound Gauntlets
  • Bound Boots
  • Bound Helmet
  • Bound Pants
  • Bound Shoes

Restoration School of Magic
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Restoration School Of Magic
  • Cure Disease: Cures a disease
  • Cure Poison: Cures poison
  • Cure Paralysis: Cures paralyzed status
  • Awaken: Cures Sleep status
  • Remove Curse: Removes curse status
  • Fortify Attribute: Temporarily increases the value of the target's attributes, Health, Magicka, stamina, or skill. The magnitude is the value of the increase of the attribute.
  • Fortify Attack Bonus: Raises the target's chance of making a successful attack with a weapon or hand-to-hand attack.
  • Fortify Magicka: Increases target's maximum Magicka by X amount.
  • Fortify Stamina: Increases target's maximum stamina by X amount.
  • Fortify Block: Increases target's block damage reduction by X amount.
  • Fortify Health: Increases target's maximum health by X amount.
  • Fortify Disease Resist: Increases target's resistance towards disease
  • Fortify Fire Resist: Increases target's resistance towards elemental fire effects
  • Fortify Frost Resist: Increases target's resistance towards elemental frost effects
  • Fortify Shock Resist: Increases target's resistance towards elemental shock effects
  • Fortify Poison Resist: Increases target's resistance towards poison
  • Fortify Speed: Increases the target's movement speed by X amount
  • Fortify Physical Resist: Increases the target's physical resistance by X amount
  • Fortify Magical Resist: Increases the target's magical resistance by X amount
Alteration School Of Magic
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Alteration School Of Magic

Athletics Alteration:
  • Burden: Slows the targets movement speed by X amount and increases stamina cost for 12 seconds.
  • Feather: Increases the targets movement speed by X amount and decreases stamina cost for 12 seconds.
  • Levitate: Allows the caster to float out of reach of enemies on the ground. Spell stops if any action is taken besides moving.
  • Slowfall: Slows the rate of descent when falling resulting in less damage taken from falling by 10%.

World Manipulations:
  • Fortunate Touch: Increases gold gain by 10% for 5 minutes after casting. Can only be cast every 30 minutes.
  • Wise Touch: Increases experience gain by 10% for 5 minutes after casting. Can only be cast every 30 minutes.
  • Handy Touch: Increases crafting experience gain by 10% for 5 minutes after casting. Can only be cast every 30 minutes.
  • Spacial Touch: Decreases the cost for teleporting to a wayshrine by 10% for 5 minutes after casting. Can only be cast every 30 minutes.

Armor Alterations:
  • OakFlesh: Improves the caster's armor by 40 and decreases movement speed by 1% for 60 seconds.
  • Stoneflesh: Improves the caster's armor by 80 and decreases movement speed by 3% for 60 seconds.
  • IronFlesh: Improves the caster's armor by 120 and decreases movement speed by 6% for 60 seconds.
  • EbonyFlesh: Improves the caster's armor by 160 and decreases movement speed by 8% for 60 seconds.

Immobilization Alterations:
  • Ash Shell: Incases target in hardened ash for 6 seconds.
  • Ash Rune: Cast on a nearby surface, it explodes when enemies are nearby, immobilizing them in hardened ash for 30 seconds.

Magic Reinforced Alterations:
  • Lightning Shield: Is a spell that creates a shield of electricity around the target's body. The shield increases resistance to Shock Damage, and inflicts damage upon nearby adversaries.
  • Fire Shield: Is a spell that creates a shield of fire around the target's body. The shield increases resistance to fire damage and inflicts damage upon nearby adversaries.
  • Frost Shield: Is a spell that creates a shield of frost around the target's body. The shield increases resistance to frost damage and inflicts damage upon nearby adversaries.
  • Poison Shield: Is a spell that creates a shield of poison around the target's body. The shield increases resistance to poison damage and inflicts damage upon nearby adversaries.

Destruction School Of Magic
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Destruction School Of Magic

Bite Spells
  • ViperBite: Adds additional poison damage with attacks.
  • Heartbite: Absorbs health with each attack upon self after casting.
  • Frostbite: Add additional elemental ice damage with attacks.
  • Shockbite: Adds additional elemental shock damage with attacks.
  • Firebite: Adds additional elemental fire damage with attacks.
  • Daedric Bite: Adds addition magicka damage with attacks.

Trap Spells
  • Poison Trap: Cast a trap spell, target who triggers gains a poison debuff over 20 seconds for X amount of damage.
  • Fire Trap: Cast a trap spell, target who triggers takes X amount of fire damage over 20 seconds for X amount of damage.
  • Frost Trap: Cast a trap spell, target who triggers takes X amount of ice damage over 20 seconds for X amount of damage.
  • Shock Trap: Cast a trap spell, target who triggers takes X amount of shock damage over 20 seconds for X amount of damage.

Single Target Projectiles
  • Fireball: Fireball is a Destruction spell that shoots a fireball at a selected target and 5 foot radius around the target for X amount of damage.
  • Frost Bolt: Frost Bolt is a Destruction spell that shoots a Frost bolt at a selected target and 5 foot radius around the target for X amount of damage.
  • Lightning Bolt: Lightning Bolt is a Destruction spell that shoots a Lightning bolt at a selected target and 5 foot radius around the target for X amount of damage.
  • Poison Bolt: Poison bolt is a destruction spell that hits selected target and poisons the target and everything within a 5 foot radius of target for X amount of damage.
  • Force Bolt: A ranged spell that drains a targets health while also inflicting paralyze.

Area Of Effect
  • Fire Storm: AoE Fire Damage within a 10 foot radius.
  • Frost Storm: AoE Ice Damage within a 10 foot radius.
  • Lightning Storm: AoE Lightning Damage within a 10 foot radius.
  • Poisonbloom: AoE poison damage within a 10 foot radius.
  • Deadly Cloud: Creates a cloud of poison wherever it is cast. Anyone entering gains a disease debuff.

Disintegration Effects:
  • Armor Eater: Disintegrate armor = Damages armor over time
  • Weapon Eater: Disintegrate weapon= Damages weapon over time.

Touch Effects:
  • Blood Sacrifice: Damage targets Health by X amount on touch
  • Black Hand: Lowers a targets max health by X on touch while simultaneously inflicting poison for a few seconds.
  • Ash Curse: Health= Reduces a targets health pool by X amount on touch also adds diseases for a few seconds.
  • Ash Curse: Fatigue= Reduces a targets Stamina Pool by X amount on touch also adds disease for a few seconds
  • Ash Curse: Spell Points= Reduces a targets magicka pool by X amount on touch also adds diseases for a few seconds
  • Burning Touch: Decreases the targets resistance to Fire Damage by X amount on touch.
  • Freezing Touch: Freeze a target in place upon touch for 3 seconds.
  • Shocking Touch: Stuns a target in place upon touch for 1 second.
  • Ironhand: Knock back the opponent upon touch, can only be used every 12 seconds.

Drain Weaponskills:
  • Gash Spirit: A weaponskill that drains magicka by X amount.
  • Gash Soul: A weaponskill that drains health by X amount.
  • Gash Energy: A weaponskill that drains stamina by X amount.

Draining Snakes:
  • Ghost Snake: Ghostly snakes appear out of back draining health by X amount each attack.
  • Elemental Snake: Elemental Snakes appear out of back draining magicka by X amount each attack.
  • Solid Snake: Actual snakes appear pit of back draining stamina by X amount each attack.


Vulnerability Debuffs:
  • Dire Weakness to Fire: Decreases a targets fire resistance by X amount over 60 seconds.
  • Dire Weakness to Frost : Decreases a targets ice resistance by X amount over 60 seconds.
  • Dire Weakness to Magicka: Decreases a targets susceptibility by X amount to magic damage not elemental.
  • Dire Weakness to Poison: Decreases a targets poison resistance by X amount over 60 seconds.
  • Dire Weakness to Shock: Decreases a targets shock resistance by X amount over 60 seconds.

Draining Debuffs:
  • Distraction: Drain Magicka by X amount restoring your health by the same amount.
  • Drain Blood: Drain Health by X amount restoring your health by the same amount.
  • Enervate: Drain Stamina by X amount restoring your health by the same amount.
  • Soul Despair: Drain targets Attribute: Spell Critical by X amount over 60 seconds.
  • Blood Despair: Drain targets Attribute: Physical Critical by X amount over 60 seconds.

Curse Debuffs:
  • Curse Fatigue : Increases a targets stamina cost by X amount and decreases their movement speed by X amount.
  • Curse Spell Points: Lowers a targets magicka regeneration by X amount over 5 seconds and decreases their movement speed by X amount
  • Ghost Curse: Reduces a targets max health, stamina, and magicka by X amount for 3 seconds.
  • Burden: Increases the stamina cost of an enemies skills by X amount for 10 seconds.
  • Displace: Increases magicka cost of skills for target by X amount for 10 seconds.

Mysticism School Of Magic
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Mysticism School Of Magic
  • Absorb Attribute: Temporarily transfers a portion of the victim's attribute to the caster. Strength, Intelligence, Willpower, Agility, Speed, Endurance, Personality, and Luck can be affected. The caster may exceed the attribute's maximum for the duration. When the effect ends, both caster and victim attributes return to original values.
  • Absorb Fatigue: Temporarily transfers a portion of the victims stamina to the caster. If the caster is full stamina it only drains the target's stamina.
  • Absorb Health: Temporarily transfers a portion of the victim's health to the caster. If the caster is full health it only drains the target's health.
  • Absorb Magicka: Temporarily transfers a portion of the victim's magicka to the caster. If the caster is full magicka it only drains the target's magicka.
  • Teleport: Grants the caster the ability to instantly travel to the last wayshrine visited.
  • Escape: Grants the caster the ability to instantly warp to a dungeons entrance. Anyone in party can tag along if they wish by accepting or denying the escape.
  • Dispel: Is a spell with an effect that removes magical effects from yourself or target.
  • Mark: This spell marks the current location of the caster, casting recall spell afterwards returns you to the mark.
  • Recall: Instantly transports the caster from their current location to where they last cast the Mark spell.
  • Reflect: is a spell effect in that allows the subject to reflect spell effects back at an attacking caster. The effect's magnitude is the percent chance that spell effect is reflected. If the reflect spell is successful, the opposing spells reflect back at the attacking caster. If the reflect spell fails, the opposing spells take effect normally.
  • Spell Absorption: Is a magical effect and a spell. It provides a chance that incoming spells will be absorbed, replenishing a quantity of Magicka that is equal to the Magicka cost of the spell being absorbed. This effect's magnitude directly corresponds to the percent chance that a spell will be absorbed.
  • Telekinesis: Is a magical effect and spell that temporarily allows the caster to pick up items, open containers, manipulate objects, trigger traps, or open interior doors from a distance. This effect's magnitude corresponds to the number of feet that it extends one's reach.

Illusion School Of Magic
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Illusion School Of Magic
  • Blind: Obscures the vision of the target, reducing his chance to hit with weapon or hand-to-hand attacks.
  • Calm: Causes the target to stop moving and prevents them from performing any actions. Also, it can be used to "take a break," if used only for a few seconds. That way, you can use a restore health spell, or even sneak behind the calm enemy.
  • Chameleon: Lets the target blend into the surroundings so no one can see them. The target can attack and use objects without disrupting the effect, but chameleon may range from 1% to 100% effectiveness. The effect's magnitude is the degree of concealment.
  • Charm: Temporarily increases target's disposition towards the caster. When the effect ends, the target's disposition returns to its original value.
  • Demoralize: Demoralized targets will run in fear for the duration of the effect, regardless of being attacked. If you have a fast character or accurate ranged attacks/spells, then it can be quite easy to attack the target as they flee
  • Frenzy: Causes the targets inclination to attack. Useful for provoking npcs to attack you and avoid bounty.
  • Invisibility: Completely conceals the target from others. If the target attacks, speaks, or activates items (e.g., doors), the effect is dispelled.
  • Light: Upon striking a target, it illuminates the area for the duration. Does not cause change.
  • Night Eye: Gives the target the ability to see in the dark. The effect's magnitude is how much the ambient light level is raised.
  • Paralyze: When cast on target, there is a 10% chance the target cannot use an action or skill for 8 seconds.
  • Sleep: Puts a target to sleep for 15 seconds. Any damage taken while target sleeps will waken them.
  • Sanctuary: Causes the target to be harder to hit. The magnitude is the value that is added to the target's chance to dodge attacks.
  • Silence: Temporarily prevents the target from casting spell for the effect's duration.
  • Sound: Produces a disorienting noise in the target's mind. The magnitude is the reduction in the target's chance to successfully cast spells (and the relative magnitude of the sound's volume).
  • Hex: Lowers a targets magical resistance by X amount for 10 seconds.
  • Evil Eye: Curses a target decreasing their physical resistance by X amount for 10 seconds.
  • Command: Places a target under the control of the caster. It can be used to convert foes into allies. Converted foes aid their commander in battle. The magnitude of the Command skill governs what level of enemy it can be cast effectively on. Casting a Command spell on an NPC whose level exceeds the magnitude of the command spell has no effect. Command can be used on friendly characters to lead them to a desired location.
  • Wearying Touch: Locks the stamina bar from being consumed or used for 8 seconds on target. Can only be cast every 2 hours.
  • Wizard Rend: Locks the magicka bar from being consumed or used for 8 seconds on target. Can only be cast every 24 hours.
  • Clairvoyance: Shows the path to the current goal.
  • Muffle: Move more quietly for 180 seconds.

An Avid fan of Elder Scrolls Online. Check out my Concepts Repository!
  • Unsent.Soul
    Unsent.Soul
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    This has been brought up since beta, maybe alpha?
  • Solariken
    Solariken
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    I like it OP. It's akin to what should have been in the game design from the beginning. But now ZOS doesn't have the gumption and/or resources to add new weapons or skill lines or active abilities. Instead they give away a million bucks to some scrub player and then siphon whatever money is left to the Bethesda mother ship. Nothing but player housing and crappy quest zones on the horizon.

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